1.重构UXButton 2.主Transition有UXSeletable负责 ,同时兼具导航 3.新增UXSlider 支持平滑过渡 适配手柄 4.优化部分逻辑bug
604 lines
20 KiB
C#
604 lines
20 KiB
C#
using AlicizaX.UI.Extension;
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using UnityEngine.EventSystems;
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using Direction = UnityEngine.UI.Slider.Direction;
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namespace UnityEngine.UI
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{
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[ExecuteAlways]
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[RequireComponent(typeof(RectTransform))]
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public class UXSlider : UXSelectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
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{
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[SerializeField] private RectTransform m_FillRect;
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public RectTransform fillRect
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{
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get { return m_FillRect; }
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set
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{
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if (SetPropertyUtility.SetClass(ref m_FillRect, value))
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{
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UpdateCachedReferences();
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UpdateVisuals();
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}
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}
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}
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[SerializeField] private RectTransform m_HandleRect;
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public RectTransform handleRect
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{
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get { return m_HandleRect; }
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set
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{
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if (SetPropertyUtility.SetClass(ref m_HandleRect, value))
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{
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UpdateCachedReferences();
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UpdateVisuals();
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}
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}
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}
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[Space] [SerializeField] private Slider.Direction m_Direction = Slider.Direction.LeftToRight;
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public Slider.Direction direction
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{
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get { return m_Direction; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_Direction, value)) UpdateVisuals();
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}
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}
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[SerializeField] private float m_MinValue = 0;
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public float minValue
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{
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get { return m_MinValue; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_MinValue, value))
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{
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Set(m_Value);
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UpdateVisuals();
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}
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}
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}
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[SerializeField] private float m_MaxValue = 1;
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public float maxValue
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{
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get { return m_MaxValue; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_MaxValue, value))
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{
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Set(m_Value);
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UpdateVisuals();
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}
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}
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}
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[SerializeField] private bool m_WholeNumbers = false;
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public bool wholeNumbers
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{
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get { return m_WholeNumbers; }
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set
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{
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if (SetPropertyUtility.SetStruct(ref m_WholeNumbers, value))
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{
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Set(m_Value);
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UpdateVisuals();
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}
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}
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}
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[Space] [SerializeField] protected float m_Value;
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public virtual float value
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{
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get { return wholeNumbers ? Mathf.Round(m_Value) : m_Value; }
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set { Set(value); }
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}
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public virtual void SetValueWithoutNotify(float input)
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{
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Set(input, false);
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}
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public float normalizedValue
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{
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get
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{
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if (Mathf.Approximately(minValue, maxValue))
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return 0;
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return Mathf.InverseLerp(minValue, maxValue, value);
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}
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set { this.value = Mathf.Lerp(minValue, maxValue, value); }
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}
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[Space] [SerializeField] private Slider.SliderEvent m_OnValueChanged = new Slider.SliderEvent();
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public Slider.SliderEvent onValueChanged
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{
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get { return m_OnValueChanged; }
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set { m_OnValueChanged = value; }
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}
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// --- SMOOTHING FIELDS ---
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[Space]
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[SerializeField] private bool m_SmoothMovement = false;
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[SerializeField] private float m_SmoothSpeed = 8f; // value-per-second, larger=faster
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public bool smoothMovement
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{
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get { return m_SmoothMovement; }
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set { m_SmoothMovement = value; }
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}
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/// <summary>
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/// 平滑移动目标值(只有当 smoothMovement && !wholeNumbers 时生效)
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/// </summary>
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protected float m_TargetValue;
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protected bool m_IsSmoothMoving = false;
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// ------------------------
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private Image m_FillImage;
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private Transform m_FillTransform;
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private RectTransform m_FillContainerRect;
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private Transform m_HandleTransform;
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private RectTransform m_HandleContainerRect;
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private Vector2 m_Offset = Vector2.zero;
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#pragma warning disable 649
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private DrivenRectTransformTracker m_Tracker;
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#pragma warning restore 649
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private bool m_DelayedUpdateVisuals = false;
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float stepSize
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{
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get { return wholeNumbers ? 1 : (maxValue - minValue) * 0.1f; }
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}
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protected UXSlider()
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{
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}
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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if (wholeNumbers)
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{
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m_MinValue = Mathf.Round(m_MinValue);
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m_MaxValue = Mathf.Round(m_MaxValue);
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}
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//Onvalidate is called before OnEnabled. We need to make sure not to touch any other objects before OnEnable is run.
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if (IsActive())
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{
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UpdateCachedReferences();
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// Update rects in next update since other things might affect them even if value didn't change.
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m_DelayedUpdateVisuals = true;
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}
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if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
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CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
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}
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#endif
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protected override void OnEnable()
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{
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base.OnEnable();
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UpdateCachedReferences();
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Set(m_Value, false);
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// Update rects since they need to be initialized correctly.
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UpdateVisuals();
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// 初始化 target
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m_TargetValue = m_Value;
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m_IsSmoothMoving = false;
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}
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protected override void OnDisable()
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{
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m_Tracker.Clear();
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base.OnDisable();
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}
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protected virtual void Update()
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{
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if (m_DelayedUpdateVisuals)
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{
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m_DelayedUpdateVisuals = false;
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Set(m_Value, false);
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UpdateVisuals();
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}
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// 处理平滑移动(仅当开启时)
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if (m_IsSmoothMoving)
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{
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// 如果 wholeNumbers 为 true,则取消平滑,直接设置最终值(避免小数)
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if (wholeNumbers)
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{
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m_IsSmoothMoving = false;
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Set(m_TargetValue);
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}
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else
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{
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float maxDelta = m_SmoothSpeed * Time.unscaledDeltaTime;
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float newValue = Mathf.MoveTowards(m_Value, m_TargetValue, maxDelta);
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// 使用 Set 来保持更新视觉并触发回调(会在数值改变时触发)
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Set(newValue);
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if (Mathf.Approximately(newValue, m_TargetValue))
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{
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m_IsSmoothMoving = false;
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// 确保最终值精确到目标(避免浮点残留)
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Set(m_TargetValue);
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}
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}
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}
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}
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protected override void OnDidApplyAnimationProperties()
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{
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m_Value = ClampValue(m_Value);
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float oldNormalizedValue = normalizedValue;
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if (m_FillContainerRect != null)
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{
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if (m_FillImage != null && m_FillImage.type == Image.Type.Filled)
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oldNormalizedValue = m_FillImage.fillAmount;
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else
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oldNormalizedValue = (reverseValue ? 1 - m_FillRect.anchorMin[(int)axis] : m_FillRect.anchorMax[(int)axis]);
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}
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else if (m_HandleContainerRect != null)
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oldNormalizedValue = (reverseValue ? 1 - m_HandleRect.anchorMin[(int)axis] : m_HandleRect.anchorMin[(int)axis]);
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UpdateVisuals();
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if (oldNormalizedValue != normalizedValue)
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{
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UISystemProfilerApi.AddMarker("Slider.value", this);
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onValueChanged.Invoke(m_Value);
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}
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// UUM-34170 Apparently, some properties on slider such as IsInteractable and Normalcolor Animation is broken.
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// We need to call base here to render the animation on Scene
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base.OnDidApplyAnimationProperties();
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}
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void UpdateCachedReferences()
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{
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if (m_FillRect && m_FillRect != (RectTransform)transform)
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{
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m_FillTransform = m_FillRect.transform;
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m_FillImage = m_FillRect.GetComponent<Image>();
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if (m_FillTransform.parent != null)
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m_FillContainerRect = m_FillTransform.parent.GetComponent<RectTransform>();
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}
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else
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{
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m_FillRect = null;
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m_FillContainerRect = null;
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m_FillImage = null;
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}
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if (m_HandleRect && m_HandleRect != (RectTransform)transform)
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{
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m_HandleTransform = m_HandleRect.transform;
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if (m_HandleTransform.parent != null)
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m_HandleContainerRect = m_HandleTransform.parent.GetComponent<RectTransform>();
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}
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else
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{
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m_HandleRect = null;
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m_HandleContainerRect = null;
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}
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}
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float ClampValue(float input)
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{
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float newValue = Mathf.Clamp(input, minValue, maxValue);
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if (wholeNumbers)
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newValue = Mathf.Round(newValue);
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return newValue;
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}
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protected virtual void Set(float input, bool sendCallback = true)
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{
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// Clamp the input
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float newValue = ClampValue(input);
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// If the stepped value doesn't match the last one, it's time to update
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if (m_Value == newValue)
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return;
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m_Value = newValue;
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UpdateVisuals();
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if (sendCallback)
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{
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UISystemProfilerApi.AddMarker("Slider.value", this);
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m_OnValueChanged.Invoke(newValue);
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}
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}
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protected override void OnRectTransformDimensionsChange()
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{
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base.OnRectTransformDimensionsChange();
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if (!IsActive())
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return;
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UpdateVisuals();
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}
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enum Axis
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{
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Horizontal = 0,
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Vertical = 1
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}
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Axis axis
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{
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get { return (m_Direction == Direction.LeftToRight || m_Direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; }
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}
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bool reverseValue
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{
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get { return m_Direction == Direction.RightToLeft || m_Direction == Direction.TopToBottom; }
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}
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private void UpdateVisuals()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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UpdateCachedReferences();
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#endif
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m_Tracker.Clear();
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if (m_FillContainerRect != null)
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{
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m_Tracker.Add(this, m_FillRect, DrivenTransformProperties.Anchors);
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Vector2 anchorMin = Vector2.zero;
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Vector2 anchorMax = Vector2.one;
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if (m_FillImage != null && m_FillImage.type == Image.Type.Filled)
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{
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m_FillImage.fillAmount = normalizedValue;
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}
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else
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{
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if (reverseValue)
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anchorMin[(int)axis] = 1 - normalizedValue;
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else
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anchorMax[(int)axis] = normalizedValue;
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}
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m_FillRect.anchorMin = anchorMin;
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m_FillRect.anchorMax = anchorMax;
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}
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if (m_HandleContainerRect != null)
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{
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m_Tracker.Add(this, m_HandleRect, DrivenTransformProperties.Anchors);
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Vector2 anchorMin = Vector2.zero;
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Vector2 anchorMax = Vector2.one;
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anchorMin[(int)axis] = anchorMax[(int)axis] = (reverseValue ? (1 - normalizedValue) : normalizedValue);
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m_HandleRect.anchorMin = anchorMin;
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m_HandleRect.anchorMax = anchorMax;
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}
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}
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void UpdateDrag(PointerEventData eventData, Camera cam)
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{
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RectTransform clickRect = m_HandleContainerRect ?? m_FillContainerRect;
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if (clickRect != null && clickRect.rect.size[(int)axis] > 0)
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{
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Vector2 position = Vector2.zero;
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if (!MultipleDisplayUtilities.GetRelativeMousePositionForDrag(eventData, ref position))
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return;
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Vector2 localCursor;
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if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(clickRect, position, cam, out localCursor))
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return;
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localCursor -= clickRect.rect.position;
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float val = Mathf.Clamp01((localCursor - m_Offset)[(int)axis] / clickRect.rect.size[(int)axis]);
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normalizedValue = (reverseValue ? 1f - val : val);
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}
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}
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private bool MayDrag(PointerEventData eventData)
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{
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return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
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}
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public override void OnPointerDown(PointerEventData eventData)
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{
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if (!MayDrag(eventData))
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return;
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base.OnPointerDown(eventData);
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// 取消任何平滑移动(开始拖拽时)
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m_IsSmoothMoving = false;
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m_TargetValue = m_Value;
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m_Offset = Vector2.zero;
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if (m_HandleContainerRect != null && RectTransformUtility.RectangleContainsScreenPoint(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.enterEventCamera))
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{
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Vector2 localMousePos;
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(m_HandleRect, eventData.pointerPressRaycast.screenPosition, eventData.pressEventCamera, out localMousePos))
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m_Offset = localMousePos;
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}
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else
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{
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// Outside the slider handle - jump to this point instead
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UpdateDrag(eventData, eventData.pressEventCamera);
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}
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!MayDrag(eventData))
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return;
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// 拖拽也取消平滑
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m_IsSmoothMoving = false;
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m_TargetValue = m_Value;
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UpdateDrag(eventData, eventData.pressEventCamera);
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}
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public override void OnMove(AxisEventData eventData)
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{
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if (!IsActive() || !IsInteractable())
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{
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base.OnMove(eventData);
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return;
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}
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// 基准值:如果当前已经在平滑移动中,累加到 target 上;否则从当前 value 开始。
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float currentBase = m_IsSmoothMoving ? m_TargetValue : value;
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switch (eventData.moveDir)
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{
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case MoveDirection.Left:
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if (axis == Axis.Horizontal && FindSelectableOnLeft() == null)
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{
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float dest = ClampValue(reverseValue ? currentBase + stepSize : currentBase - stepSize);
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if (m_SmoothMovement && !wholeNumbers)
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{
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m_TargetValue = dest;
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m_IsSmoothMoving = true;
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}
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else
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{
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Set(dest);
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}
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}
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else
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base.OnMove(eventData);
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break;
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case MoveDirection.Right:
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if (axis == Axis.Horizontal && FindSelectableOnRight() == null)
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{
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float dest = ClampValue(reverseValue ? currentBase - stepSize : currentBase + stepSize);
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if (m_SmoothMovement && !wholeNumbers)
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{
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m_TargetValue = dest;
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m_IsSmoothMoving = true;
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}
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else
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{
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Set(dest);
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}
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}
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else
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base.OnMove(eventData);
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break;
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case MoveDirection.Up:
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if (axis == Axis.Vertical && FindSelectableOnUp() == null)
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{
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float dest = ClampValue(reverseValue ? currentBase - stepSize : currentBase + stepSize);
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if (m_SmoothMovement && !wholeNumbers)
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{
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m_TargetValue = dest;
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m_IsSmoothMoving = true;
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}
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else
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{
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Set(dest);
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}
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}
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else
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base.OnMove(eventData);
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break;
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case MoveDirection.Down:
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if (axis == Axis.Vertical && FindSelectableOnDown() == null)
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{
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float dest = ClampValue(reverseValue ? currentBase + stepSize : currentBase - stepSize);
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if (m_SmoothMovement && !wholeNumbers)
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{
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m_TargetValue = dest;
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m_IsSmoothMoving = true;
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}
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else
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{
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Set(dest);
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}
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}
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else
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base.OnMove(eventData);
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break;
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}
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}
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public override UXSelectable FindSelectableOnLeft()
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{
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if (navigation.mode == UXNavigation.Mode.Automatic && axis == Axis.Horizontal)
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return null;
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return base.FindSelectableOnLeft();
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}
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public override UXSelectable FindSelectableOnRight()
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{
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if (navigation.mode == UXNavigation.Mode.Automatic && axis == Axis.Horizontal)
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return null;
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return base.FindSelectableOnRight();
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}
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public override UXSelectable FindSelectableOnUp()
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{
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if (navigation.mode == UXNavigation.Mode.Automatic && axis == Axis.Vertical)
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return null;
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return base.FindSelectableOnUp();
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}
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public override UXSelectable FindSelectableOnDown()
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{
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if (navigation.mode == UXNavigation.Mode.Automatic && axis == Axis.Vertical)
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return null;
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return base.FindSelectableOnDown();
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}
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public void OnInitializePotentialDrag(PointerEventData eventData)
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{
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eventData.useDragThreshold = false;
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}
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public void SetDirection(Direction direction, bool includeRectLayouts)
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||
{
|
||
Axis oldAxis = axis;
|
||
bool oldReverse = reverseValue;
|
||
this.direction = direction;
|
||
|
||
if (!includeRectLayouts)
|
||
return;
|
||
|
||
if (axis != oldAxis)
|
||
RectTransformUtility.FlipLayoutAxes(transform as RectTransform, true, true);
|
||
|
||
if (reverseValue != oldReverse)
|
||
RectTransformUtility.FlipLayoutOnAxis(transform as RectTransform, (int)axis, true, true);
|
||
}
|
||
|
||
public void Rebuild(CanvasUpdate executing)
|
||
{
|
||
#if UNITY_EDITOR
|
||
if (executing == CanvasUpdate.Prelayout)
|
||
onValueChanged.Invoke(value);
|
||
#endif
|
||
}
|
||
|
||
public void LayoutComplete()
|
||
{
|
||
}
|
||
|
||
public void GraphicUpdateComplete()
|
||
{
|
||
}
|
||
}
|
||
}
|